#GraphicsProgramming
Special K low-latency frame limiter for old and new games

#retrogaming #retrocomputing #gamedev #graphicsprogramming
SpecialK tool makes old games feel like a BUTTERY smooth rendering
YouTube video by Randalmcdaniels
www.youtube.com
November 4, 2026 at 1:47 PM
First Person FPS Pac-Man for #Atari2600 and 7800 tech demo

#retrogaming #atari #demoscene #graphicsprogramming
First Person FPS Pac-Man for Atari 2600 and 7800
YouTube video by Atari Video Music Garage
www.youtube.com
October 30, 2026 at 5:09 PM
I've started #streaming on Twitch!!

I'm streaming #Godot #gamedev, how I'm learning #Rust and #WGPU, doing math assignments, and sometimes doodle!

I am very much a beginner, but I'm lonely nonetheless, and if anyone would like to tune in, I wold be beyond happy 🥺🥺🥺

#indiedev #graphicsprogramming
October 28, 2026 at 3:45 PM
October 26, 2026 at 8:17 PM
"How "The Adventures of Batman & Robin" on the #SEGAGenesis had possibly the most coding tricks of any 16-bit game"

#retrogaming #retrocomputing #demoscene #graphicsprogramming #programming #coding #sega #sgdk #megadrive
How this game rewrote the rules
YouTube video by GameHut
www.youtube.com
October 24, 2026 at 12:12 PM
Following my earlier post showing an early water graphics upgrade in #generalszerohour, #zerohourreforged 3.3.0 now includes those improvements.

In this video, I share the journey behind the upgrade: https://youtu.be/0lYRw-NHxtI?si=oLe_JzGVl_FA_5bO

#videogames #graphics #graphicsprogramming
October 25, 2026 at 1:28 AM
More polygons don't automatically mean better visuals.

Silhouette, screen-space detail, and rendering cost all matter when deciding how much geometry a scene needs.

How do you decide when additional geometry is worth the cost?

#GraphicsProgramming #GameDev
October 22, 2026 at 7:08 PM
The raytracer to end all my other raytracers. www.reddit.com/r/GraphicsPr...
From the GraphicsProgramming community on Reddit: The raytracer to end all my other raytracers
Explore this post and more from the GraphicsProgramming community
www.reddit.com
October 22, 2026 at 5:11 PM
Implemented Volumetric light scattering, improved my post-processing and upgraded classic 1975 Phong shading model to a custom hybrid version with better surface properties and added cascaded shadow maps to my OpenGL 3.3 engine.

#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang
October 21, 2026 at 12:57 AM
I've made a simple ant simulation!
I wanted to try compute shaders on Godot for a long time, so I did! :^)

the ants are simple boids that also follow the "phenomenon" trails by sampling it's texture
🐜🐜🐜

#gamedev #indiedev #graphicsprogramming
October 15, 2026 at 5:40 AM
A Survival Crisis Z meets Hotline Miami experiment that shows how modern effects can make even placeholder pixel art sprites come alive.

Left - unlit
Right - lit with radiance cascades

#pixelart #graphicsprogramming #indiegamedev #radiancecascades
October 15, 2026 at 10:39 AM
California is home, but our work reaches far beyond the coast. 🌎

From real-time graphics and rendering technology to custom game engines and tools, The Forge builds technology for developers around the world.

⭐️: theforge.dev

#TheForge #GameDev #GraphicsProgramming
October 8, 2026 at 7:03 PM
Watching GI artifacts vibe to music. You guy little guys. #GraphicsProgramming
October 8, 2026 at 6:18 AM
New Vulkan Sample: Pipeline Binary. Learn how VK_KHR_pipeline_binary lets you capture, save and reload driver pipeline binaries to cut shader compilation hitches, with a built-in timing comparison.

docs.vulkan.org/samples/late...
#Vulkan #GraphicsProgramming #GameDev #GPU #programming
Untitled :: Vulkan Documentation Project
docs.vulkan.org
October 6, 2026 at 10:15 PM
Ancient Egypt running in Ptero-Engine, our custom game engine built at Pterosoft Studio.

More Ptero-Engine showcases coming soon.
www.youtube.com/watch?v=m2da...
#gamedev #indiegamdev #gameengine #rendering #graphicsprogramming #raytracing
Ancient Egypt in Ptero-Engine | Real-Time Graphics Showcase
YouTube video by Pterosoft studio
www.youtube.com
October 6, 2026 at 4:02 PM
October 3, 2026 at 4:17 PM
ant procedural animation!!
look at 'em go 🐜🐜🐜

#gamedev #proceduralanimation #graphicsprogramming #indiedev
October 3, 2026 at 2:04 PM
This was done entirely in fragment shader.

Only reason to use vertex shader was to overlay only noe triangle over the screen, and it's the whole canvas where we render the scene that you see in the video.

https://tourmaline-syrniki-f5180d.netlify.app/ […]

[Original post on techhub.social]
October 4, 2026 at 9:52 AM
What happens when you bring a 2004 classic to modern hardware?

We put DOOM 3 and The Forge Framework to the test across modern platforms.

Legacy code doesn't have to mean legacy hardware.

See the full breakdown on LinkedIn: www.linkedin.com/feed/update/...

#GameDev #GraphicsProgramming
Bringing Doom 3 to the Modern Age | The Forge Interactive, Inc
What happens when you bring a 2004 classic to modern hardware? We used DOOM 3 as a test case for The Forge Framework, adapting the game across modern platforms. Legacy code doesn't have to mean legac...
www.linkedin.com
October 1, 2026 at 7:03 PM
“I turned #Diablo2 into a 3D game” — mod project

#retrogaming #modding #gamedev #graphicsprogramming #diablo
I turned Diablo II into a 3D game
YouTube video by Not a Data Scientist
m.youtube.com
September 30, 2026 at 4:16 PM
“I built my own #N64 engine: water, cloth and real physics running on real hardware” homebrew project by zoncabe

www.reddit.com/r/N64Homebre...

#retrogaming #n64dev #graphicsprogramming #lowpoly #demoscene #gamedev #indiegamedev #Nintendo64
My N64 Is Overheating 🌶️ Too Many Polygons
YouTube video by zoncabe
m.youtube.com
September 30, 2026 at 11:54 AM